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2 Commits
b564520d56
...
80867d6ccf
Author | SHA1 | Date | |
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80867d6ccf | |||
0397c9f991 |
@ -1,9 +1,11 @@
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<script lang="ts">
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import { onMount } from "svelte";
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import Resources from "./hud/Resources.svelte";
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import moves from "./moves";
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import update from "./update";
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import village from "./village";
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import BuildingCreator from "./hud/BuildingCreator.svelte";
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onMount(() => {
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@ -24,22 +26,24 @@
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function upgradeBuilding(id: number) {
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moves.upgradeBuilding(id);
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}
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let showBuildingCreator = false;
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</script>
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{ #if showBuildingCreator }
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<BuildingCreator close={ () => { showBuildingCreator = false } } />
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{ /if }
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<main>
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<header>
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<Resources />
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</header>
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<div>
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<ul>
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<li>Wood: { Math.floor($village.resources.wood) }</li>
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<li>Stone: { Math.floor($village.resources.stone) }</li>
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<li>Iron: { Math.floor($village.resources.iron) }</li>
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<li>Food: { Math.floor($village.resources.food) }</li>
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</ul>
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<button on:click={ () => { showBuildingCreator = true } }>Create building</button>
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</div>
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<div class="buildings">
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{ #each $village.buildings as building }
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<div>
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<p>{ building.name }</p>
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<p>Level: { building.level }</p>
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<p>{ building.name } ({ building.level })</p>
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<p>
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<button on:click={ () => upgradeBuilding(building.id) }>
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Upgrade
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@ -52,7 +56,8 @@
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<style>
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.buildings {
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display: flex;
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display: grid;
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gap: 1em;
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grid-template-columns: repeat(4, 1fr);
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}
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</style>
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@ -24,9 +24,6 @@ a:hover {
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body {
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margin: 0;
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display: flex;
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place-items: center;
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min-width: 320px;
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min-height: 100vh;
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}
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@ -1,10 +1,11 @@
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import type { Building } from "./types";
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import { getEmptyResources } from "./utils";
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import type { VillageState } from "./village";
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export default {
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'woodcutter': {
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name: 'Woodcutter',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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@ -14,16 +15,16 @@ export default {
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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production: (V: VillageState, self: Building) => {
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const prod = getEmptyResources();
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.wood += outputPerMilisecond * delta;
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prod.wood = outputPerMinute;
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return prod;
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}
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}
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},
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'mine': {
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name: 'Mine',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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@ -33,16 +34,16 @@ export default {
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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production: (V: VillageState, self: Building) => {
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const prod = getEmptyResources();
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.iron += outputPerMilisecond * delta;
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prod.iron = outputPerMinute;
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return prod;
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}
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}
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},
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'pit': {
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name: 'Pit',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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@ -52,11 +53,58 @@ export default {
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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production: (V: VillageState, self: Building) => {
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const prod = getEmptyResources();
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.stone += outputPerMilisecond * delta;
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prod.stone = outputPerMinute;
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return prod;
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}
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}
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},
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'warehouse': {
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name: 'Warehouse',
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cost: (level: number) => {
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return {
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wood: level * 10,
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stone: level * 10,
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iron: level * 10,
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food: 0,
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};
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},
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behavior: {
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storage: (V: VillageState, self: Building) => {
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const x = self.level;
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const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 25;
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return {
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'wood': capacity,
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'stone': capacity,
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'iron': capacity,
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'food': 0,
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}
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}
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},
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},
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'granary': {
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name: 'Granary',
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cost: (level: number) => {
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return {
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wood: level * 10,
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stone: level * 10,
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iron: level * 10,
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food: 0,
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};
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},
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behavior: {
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storage: (V: VillageState, self: Building) => {
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const x = self.level;
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const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 25;
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return {
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'wood': 0,
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'stone': 0,
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'iron': 0,
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'food': capacity,
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}
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}
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},
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},
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};
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69
src/hud/BuildingCreator.svelte
Normal file
69
src/hud/BuildingCreator.svelte
Normal file
@ -0,0 +1,69 @@
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<script lang="ts">
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import buildings from "../buildings";
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import moves from "../moves";
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export let close: () => void;
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function build(type: string) {
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if (moves.createBuilding(type)) {
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close();
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}
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}
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</script>
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<section>
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<div class="building-creator">
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<header>
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<h1>Build</h1>
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<span class="close">
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<button on:click={ close }>X</button>
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</span>
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</header>
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<div class="buildings">
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{ #each Object.entries(buildings) as [type, building] }
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<div>
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<p>{ building.name }</p>
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<button on:click={ () => build(type) }>Build</button>
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</div>
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{ /each }
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</div>
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</div>
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</section>
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<style>
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section {
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background-color: hsl(0, 0%, 10%, 0.8);
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display: grid;
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place-items: center;
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height: 100vh;
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left: 0;
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position: absolute;
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top: 0;
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width: 100vw;
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}
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.building-creator {
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background-color: hsl(0, 0%, 20%);
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border: 0.2em solid grey;
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border-radius: .4em;
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width: 80%;
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height: 60%;
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}
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.building-creator header {
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position: relative;
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}
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.building-creator header .close {
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position: absolute;
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right: 1em;
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top: 0;
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}
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.building-creator .buildings {
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display: grid;
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gap: 1em;
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grid-template-columns: repeat(4, 1fr);
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}
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</style>
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21
src/hud/Resources.svelte
Normal file
21
src/hud/Resources.svelte
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@ -0,0 +1,21 @@
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<script lang="ts">
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import { getStorage } from "../utils";
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import village from "../village";
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$: capacity = getStorage($village);
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</script>
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<div class="resources">
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<div>Wood: { Math.floor($village.resources.wood) } / { capacity.wood }</div>
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<div>Stone: { Math.floor($village.resources.stone) } / { capacity.stone }</div>
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<div>Iron: { Math.floor($village.resources.iron) } / { capacity.iron }</div>
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<div>Food: { Math.floor($village.resources.food) } / { capacity.food }</div>
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</div>
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<style>
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.resources {
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display: flex;
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justify-content: space-around;
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}
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</style>
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34
src/moves/createBuilding.ts
Normal file
34
src/moves/createBuilding.ts
Normal file
@ -0,0 +1,34 @@
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import buildings from "../buildings";
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import type { VillageState } from "../village";
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let uid = 0;
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export default function createBuilding(V: VillageState, buildingType: keyof typeof buildings) {
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const building = buildings[buildingType];
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const cost = building.cost(1);
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if (
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cost.wood > V.resources.wood
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|| cost.stone > V.resources.stone
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|| cost.iron > V.resources.iron
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|| cost.food > V.resources.food
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) {
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return false;
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}
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V.resources.wood -= cost.wood;
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V.resources.stone -= cost.stone;
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V.resources.iron -= cost.iron;
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V.resources.food -= cost.food;
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const newBuilding = {
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...building,
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level: 1,
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id: uid++,
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};
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V.buildings.push(newBuilding);
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return true;
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}
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@ -1,6 +1,7 @@
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import { produce } from 'immer';
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import village, { type VillageState } from '../village';
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import createBuilding from './createBuilding';
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import upgradeBuilding from './upgradeBuilding';
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@ -16,8 +17,8 @@ export function makeMove(move: (...args: any[]) => boolean) {
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// That updates the game state.
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village.update(state => {
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// With an immutable state.
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return produce(state, (G: VillageState) => {
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result = move(G, ...args);
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return produce(state, (V: VillageState) => {
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result = move(V, ...args);
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});
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});
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@ -27,5 +28,6 @@ export function makeMove(move: (...args: any[]) => boolean) {
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export default {
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createBuilding: makeMove(createBuilding),
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upgradeBuilding: makeMove(upgradeBuilding),
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};
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@ -7,7 +7,7 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
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return false;
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}
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const cost = building.cost(building.level);
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const cost = building.cost(building.level + 1);
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if (
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cost.wood > V.resources.wood
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@ -6,12 +6,16 @@ export interface Cost {
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}
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export type Production = Cost;
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export interface BuildingSource {
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name: string;
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level: number;
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cost: (level: number) => Cost;
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behavior: {
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production?: Function;
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storage?: Function;
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};
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}
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@ -1,6 +1,8 @@
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import { produce } from 'immer';
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import { getProduction, getStorage } from './utils';
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import village, { type VillageState } from "./village";
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import type { Production } from './types';
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let lastFrame: number;
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@ -16,11 +18,20 @@ export default function update(timestamp: number) {
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village.update(state => {
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return produce(state, (V: VillageState) => {
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V.buildings.forEach(b => {
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if (b.behavior.production) {
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b.behavior.production(V, b, delta);
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const productionPerMinute = getProduction(V);
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const storage = getStorage(V);
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Object.keys(productionPerMinute).forEach((key) => {
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const resource = key as keyof Production;
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const outputPerMinute = productionPerMinute[resource];
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources[resource] += outputPerMilisecond * delta;
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if (V.resources[resource] > storage[resource]) {
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V.resources[resource] = storage[resource];
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}
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});
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return V;
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});
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});
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46
src/utils.ts
Normal file
46
src/utils.ts
Normal file
@ -0,0 +1,46 @@
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import type { Production } from "./types";
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import type { VillageState } from "./village";
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function _reduceResources(acc: Production, item: Production): Production {
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return {
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wood: acc.wood + item.wood,
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stone: acc.stone + item.stone,
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iron: acc.iron + item.iron,
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food: acc.food + item.food,
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};
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}
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export function getEmptyResources(): Production {
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return {
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wood: 0,
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stone: 0,
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iron: 0,
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food: 0,
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};
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}
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export function getProduction(villageState: VillageState): Production {
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return villageState.buildings
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.filter(b => b.behavior.production)
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.map(b => {
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if (b.behavior.production) {
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return b.behavior.production(villageState, b);
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}
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})
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.reduce(_reduceResources, getEmptyResources());
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}
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export function getStorage(villageState: VillageState): Production {
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return villageState.buildings
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.filter(b => b.behavior.storage)
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.map(b => {
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if (b.behavior.storage) {
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return b.behavior.storage(villageState, b);
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}
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})
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.reduce(_reduceResources, getEmptyResources());
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}
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@ -11,25 +11,27 @@ export interface VillageState {
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iron: number;
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food: number;
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culture: number;
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}
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};
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}
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let uid = 0;
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const village = writable<VillageState>({
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buildings: [
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.woodcutter, level: 1, id: uid++ },
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{ ...buildings.woodcutter, level: 1, id: uid++ },
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{ ...buildings.woodcutter, level: 1, id: uid++ },
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{ ...buildings.woodcutter, level: 1, id: uid++ },
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{ ...buildings.mine, level: 1, id: uid++ },
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{ ...buildings.mine, level: 1, id: uid++ },
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{ ...buildings.mine, level: 1, id: uid++ },
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{ ...buildings.mine, level: 1, id: uid++ },
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{ ...buildings.pit, level: 1, id: uid++ },
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{ ...buildings.pit, level: 1, id: uid++ },
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{ ...buildings.pit, level: 1, id: uid++ },
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{ ...buildings.pit, level: 1, id: uid++ },
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{ ...buildings.warehouse, level: 1, id: uid++ },
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{ ...buildings.granary, level: 1, id: uid++ },
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],
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resources: {
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wood: 100,
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|
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Block a user